Game of retrieving selected objects from underwater environment

ABSTRACT

A swimming search and retrieval game is provided. The game includes the use of a faux environment in a body of water. The faux environment is configured to mimic a real life environment, such as a log, stump, coral, or ice environment. Items, such as replica animals associated with the real environment, are placed at and around the faux environment. Participants take turns retrieving the items from the faux environment based upon the type of play, such as most retrievals within an allotted time. The game difficulty can be increased by adding propellants for the environments and/or items to move the items during the retrieval.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority under 35 U.S.C. §119 to provisional application Ser. No. 61/730,590, filed Nov. 28, 2012, which is herein incorporated by reference in its entirety.

FIELD OF THE INVENTION

The present invention relates generally to games. More particularly, but not exclusively, the invention relates to an underwater retrieval game in which participants use a selection device to determine an object that must be retrieved from an underwater storage environment.

BACKGROUND OF THE INVENTION

Many people enjoy engaging in water sports and activities in public and private swimming pools, lakes, ponds, oceans, and other bodies of water. It can be desirable for people to own or play games while at the swimming locations. Such games engage players in competition and physical activity. A pool can be enjoyable for a greater amount of time when there are options for a variety of activities. A type of game frequently enjoyed in swimming pools is one that tests users' ability to hold their breath for a time while retrieving submerged objects. Such a game is attractive in that it is only an option for use in swimming pools, so users may not frequently have the chance to engage in competition of the type. However, a need exists in the field for a game that appeals to players' interests, tests their physical abilities, and incorporates an element of chance to continue to make the game entertaining Such a game should also appeal to a wide range of ages.

Games have been designed to allow swimmers in a social setting to engage in competitive underwater retrieval activities. For instance, U.S. Pat. No. 5,810,364 discloses an underwater treasure chest game in which players swim to the bottom of the pool, open the chest, and retrieve one object at a time until all objects have been brought to the surface. Another game, disclosed in U.S. Pat. No. 7,278,637, utilizes disks, which sink with a certain side down, and players engage in an underwater memory matching game. In addition, U.S. Pat. No. 5,281,144 discloses an underwater math game. In the '144 game, players are given a math problem, must determine the answer, and must scoop up underwater pieces that add to their previously solved answers. However, these games leave a gap in the water game field of invention. Games disclosed in the '637 and '144 patents may not be appropriate for all age levels. Players must be able to use developed memory techniques or math skills in order to play. Furthermore, players who are capable of such tasks may not want to play a game that requires them to use such functions when they wish to be relaxing. On the other hand, the '364 patent lacks an element that introduces luck or chance into the game, while also not providing a nature element to the game. Such an element may allow players of different abilities to more fairly compete with each other. Finally, all discussed games fail to appeal to a real-life activity that is popular in modern culture. For example, many people wish to mimic outdoor water activities, such as fishing, hunting, noodling, or the like. However, many people may be scared or unnerved in normal conditions for such outdoor activities, and may instead want to participate in a similar activity while in the comfort of a more controlled environment.

Therefore, there is a need in the art for an improved game that appeals to various aged players’ interests, tests their physical abilities, and incorporates an element of chance to continue to make the game entertaining, while also adding an element of an outdoor activity in a controlled environment.

SUMMARY OF THE INVENTION

It is therefore a primary object, feature, and/or advantage of the present invention to overcome or improve on deficiencies in the art.

It is another object, feature, and/or advantage of the present invention to provide a water game that appeals to various ages.

It is yet another object, feature, and/or advantage of the present invention to water game that appeals to a real-life activity well known in modern culture.

It is another object, feature, and/or advantage of the present invention to provide a water game that engages players in physical activity and competition.

It is still another object, feature, and/or advantage of the present invention to provide a water game that incorporates an element of chance to allow players of different abilities to fairly compete.

It is still another object, feature, and/or advantage of the present invention to provide a water game that allows players to engage in the activity of holding their breath for a time to retrieve objects at the bottom of a swimming pool.

These and/or other objects, features, and advantages of the present invention will be apparent to those skilled in the art. The present invention is not to be limited to or by these objects, features and advantages. No single embodiment need provide each and every object, feature, or advantage.

According to an embodiment of the invention, a game for use with a body of water is provided. The game includes a faux environment configured to mimic a real life environment. For example, the faux environment may be a faux rock, log, stump, coral, grassy area, or ice environment. The faux environment is positioned at least partially in the body of water. A plurality of items is positioned at various characteristics of the faux environment, and the plurality of items is selected to mimic items associated with the real life environment to create a life-like interpretation of the real life environment.

According to another aspect of the invention, a method of playing a game for use with a body of water is provided. The method includes providing a faux environment configured to mimic a real life environment, the faux environment positioned at least partially in the body of water, and a plurality of items positioned at various characteristics of the faux environment. A participant is selected to take a turn at playing the game. One or more items are selected from the faux environment for the participant to retrieve, and the participant has to retrieve one or more of the items from the faux environment based upon a selection and within a predetermined amount of time.

According to yet another aspect of the invention, a method of playing a game for use with a body of water is provided. The method includes providing a faux environment configured to mimic a real life environment and positioned at least partially in the body of water, and a plurality of items positioned at various locations of the faux environment, determining the order of participants playing the game, taking turns based on the selected order to try to retrieve as many items from the faux environment as possible within an allotted amount of time, and determining the winner of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a sketch of an empty faux rock environment in which various objects may be placed in its contours and recesses.

FIG. 2 is a sketch of various items, specifically the animals turtle, lizard, snake, and fish, that may be placed in the faux environment's contours and recesses.

FIG. 3 is a sketch of the underwater faux rock environment with various items, specifically the animals turtle, lizard, snake, and fish, placed in its contours and recesses in anticipation of game play.

FIG. 4 is a sketch of an empty faux log environment in which various objects may be placed in its contours and recesses.

FIG. 5 is a sketch of the underwater faux log environment with various items, specifically the animals including a beaver, salmon, and turtle, placed in or on its contours and recesses in anticipation of game play.

FIG. 6 is a sketch of an empty faux coral reef and anemone environment in which various objects may be placed in its contours and recesses.

FIG. 7 is a sketch of the underwater faux coral reef and anemone environment with various items, specifically the animals including a flounder, eel, and seahorse, placed in its contours and recesses in anticipation of game play.

FIG. 8 is a schematic of the components of a game according to an aspect of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

FIG. 1 shows an empty faux environment 14 according to the present invention for use in a game 10 of retrieving selected items or objects 18 from an underwater environment 12. The faux environment 14 is meant to resemble a water environment in which various objects or animals 18 may reside in nature. Such a faux underwater environment may take the form of a rock, stump, coral, log, ice or iceberg, or other environment mimicking realistic water habitats. In FIG. 1, the faux environment 14 is a rock with various recesses and contours, which may be generally known as characteristics 16 of the environment 14. It should be appreciated, however, that the faux environment 14 may take many different forms or different sizes. The faux environment 14 in FIG. 1 is placed in a swimming pool 12 to prepare for game play.

For example, the environment 14 may be placed at the bottom of the pool 12 to mimic an item that may rest at the bottom of a body of water, such as a lake, pond, or river. The faux environment 14 may also be configured to be either partially submerged or even floating at or near the surface of the water 12 to mimic an environment that floats or partially floats. For example, the faux environment 14 may comprise a buoyant material. The material allows the environment 14 to float. A weight may be attached to a rope, string, chain, or the like, with the rope 24 being shorter than the depth of the pool 12 such that the weight will cause the buoyant material to maintain partially submerged between the bottom of the pool and the surface of the water. Alternatively, the faux environment 14 may be attracted and positioned by a magnet located on the bottom of the body of water or elsewhere. Other configurations may include adding fans, propellers, or other exhausts 26 that cause the faux environment 14 to move about the pool 12, as a real life object may move in a river, lake, ocean, pond, or other body of water. As will be discussed below, the movement of the faux environment 14 will also increase the difficulty of the underwater game 10, while also adding a sense of realism to the game.

FIG. 2 shows various items or critters 18, specifically animals, which may be placed in, around, and/or near the faux environment's 14 contours and recesses 16. In FIG. 2, items 18 shown are animals such as fish, snakes, frogs, lizards, turtles, penguins, seals, or other animals that may be found underwater or associated with the mimicked environment. For example, as the faux environment 14 shown in FIG. 1 is a faux rock, the items 18 are selected that may be associated with such an environment. In this case, it may be suggested that the rock is found in a river, pond, lake, swamp, or the like, to which the above-mentioned animals may be located. However, it is preferred that the animals be selected based upon the environment depicted. Thus, the animals may be fish, snakes, frogs, or other animals that would be found associated with a rock in such a body of water. In addition, when the faux environment 14 resembles coral, the animals may be saltwater animals, such as saltwater fish, eels, sharks, crabs, lobsters, and the like which may be found at and around real life coral.

The items 18 shown in FIG. 2 are constructed of a molded dense resin or plastic material. However, one skilled in the art will appreciate that such items 18 may take a variety of forms of items or animals that may be found in the possible faux environments 14. Such items 18 may also be in a variety of sizes and materials. In addition, the animals 18 (also referred to as critters or items) may also include moving parts 30 such that the animals can move in the water. For example, the animals 18 of any faux environment 14 may include proximity or other sensors 32 that initiate a movement for the animals as a player approaches the animal. The environments 14 may also include launching devices or other areas that launch an item, either based upon tripping of a sensor or randomly. The launcher would move or release the item 18 relative to the environment 14 during play, which would increase the difficulty thereof. While the movement is not required in every embodiment, it will be appreciated that the movement of the animals can increase the difficulty of the game by removing the sedentary aspect.

Furthermore, the animals 18 may be held in place relative the faux environment 14 by means 28 of magnets or easily detachable ropes, strings, chains, hooks, or the like. This will ensure the game setup is not disrupted prior to game play, especially in areas of moving water currents.

FIG. 3 shows the setup prior to game play. After the faux environment 14 is placed in the swimming pool 12, the various items or animals 18 are placed in, around, at, and/or on the faux environment's recesses and contours 16. To begin the game 10, a player, who may be selected by means of random chance, takes the first turn. That player uses a means 20 of random chance such as dice, spinner, card selection, pointer, or the like to determine which previously placed item 18 the player must retrieve from the water 12 at the faux environment 14. Another player may use a stopwatch or other timing device 22 to track the amount of time it takes the first player to retrieve the selected item from the faux environment 14 and bring the item out of the pool.

After the first player has retrieved the specific item, the second player will use the means of random chance to determine which item they must remove from the faux environment 14. The game continues until all items are removed from the faux environment, and the winner is the player who took the least amount of time to retrieve his or her specific item or items. The game could also be played by providing each player with an allotted amount of time, and determining how many of the items 18 they can retrieve from the environment 14 within that amount of time. The player with the most items 18 retrieved is the winner. However, it is to be appreciated that these are not the only ways that the game could be played, and the present invention contemplated generally any methods or rules for using the faux environments 14 and/or items 18 to play a game in a swimming pool.

Using a means of random chance adds significant value to the game 10. It may allow players of different abilities to more fairly compete with each other. For instance, one randomly selected item 18 to retrieve, such as a snake, may be more difficult to remove than another item 18, such as a fish, if it is more intertwined with the faux environment 14. Therefore, even a physically superior player may lose to a player who has more luck in the item they were randomly selected to retrieve.

FIG. 8 shows a schematic of the components of one aspect of the game 10 of the invention. As mentioned, the game 10 will include a faux environment 14. The environment can include characteristics, such as nooks, holes, etc., items 18, such as animals associated with the environment 14, restraints 24 to hold the environment in place, and sensors 32 and propellants 26 to move the environment upon activation of the sensor. The propellants 26 may be launching devices, springs, expulsion means, or the like, and can be set to propel an item 18 upon activation of a sensor or after a predetermined amount of time, or randomly as well. The items 18 may also include restraints 28, propellants 30, and sensors 32, such that the items 18 can move to make the game more challenging.

A selection means 20 is included to determine the order of participation, and the selection of items 18 for retrieval. Examples of selection means 20 may include, but is not limited to, spinners, cards, dice, pointers, drawings, electronic random generating machines, or the like. Also shown in the figure is a timing device 22 for timing the play of the participants. Such timing devices may include stopwatches, clocks/watches, hourglasses, electronic countdown machines, which may include speakers, or other devices capable of keeping time or counting down a predetermined amount of time.

Other variations may be incorporated with the game. For example, each player may only have a predetermined amount of time to select the correct item from the faux environment. If he or she succeeds, they may be given a point or points determined by the type of animal and dependent upon the perceived difficulty of obtaining such animal. If the player is not able to retrieve the animal within the amount of time, if they are not able to retrieve the animal with one breath, or if they retrieve the wrong animal, the player may receive zero points or partial points. An unsuccessful retrieval would mean the replacement of the animal at the faux environment. The winner of the game may be the first person to a predetermined amount of points, or the person with the highest point total once all of the items have been selected. Additional variations may be the removal of the random chance selection, with the player able to retrieve whichever animal they wish, and with each animal having varying point totals or point totals dependent on the time.

The game of retrieving selected objects from an underwater environment is meant to mimic the real-world sport of “noodling.” Noodling consists of a person catching an animal, usually a fish, from its habitat with the person's hands. Noodling has become widely known by being featured on television shows following real people who engage in the sport. For this reason, the game of retrieving selected objects from an underwater environment appeals to players' interest in a real world activity, namely, noodling. Potential players who may have seen television shows about noodling may be more likely to engage in the game than other, more generic swimming pool activities. The additional faux environments will mimic other types of fishing and/or hunting associated with the real life equivalents for the environments.

The invention has been shown and described above with reference to the preferred embodiments, and it is understood that many modifications, substitutions, and additions may be made all within the intended spirit and scope of the invention. The invention is only to be limited by claims appended hereto. 

Exemplary claims:
 1. A game for use with a body of water, comprising: a faux environment configured to mimic a real life environment, the faux environment positioned at least partially in the body of water; a plurality of items positioned at various characteristics of the faux environment; wherein the plurality of items is selected to mimic items associated with the real life environment to create a life-like interpretation of the real life environment.
 2. The game of claim 1 wherein the faux environment comprises: a. a faux rock; b. a faux log; c. a faux stump; d. a faux coral; e. a faux grassy area; or f. a faux ice environment.
 3. The game of claim 1 wherein the body of water comprises a swimming pool, lake, pond, or ocean.
 4. The game of claim 1 wherein the plurality of items are animals.
 5. The game of claim 1 wherein the plurality of items are inanimate objects found in nature.
 6. The game of claim 1 further comprising a means of random chance such as dice, spinner, card selection, or pointer.
 7. The game of claim 1 further comprising a timing device such as a stopwatch.
 8. The game of claim 1 wherein the faux environment's position relative to the water level is secured by a weight, rope, string, chain, or magnet.
 9. The game of claim 1 wherein faux environment is propelled by fans, propellers, or other exhausts.
 10. The game of claim 1 wherein the plurality of items contains proximity or other sensors that initiate a movement for the items when the item is approached.
 11. The game of claim 1 wherein the plurality of items is propelled by fans, propellers, launchers, or other exhausts.
 12. The game of claim 1 wherein the plurality of items is secured relative the environment by a weight, rope, string, chain, or magnet.
 13. A method of playing a game for use with a body of water, comprising: providing a faux environment configured to mimic a real life environment, the faux environment positioned at least partially in the body of water, and a plurality of items positioned at various characteristics of the faux environment; selecting a participant to take a turn at playing the game; selecting one or more items from the faux environment for the participant to retrieve; and having the participant retrieve one or more of the items from the faux environment based upon a selection and within a predetermined amount of time.
 14. The method of claim 13 wherein the step of selecting a participant comprises using a means of random chance such as dice, spinner, card selection, or pointer to determine turn order for participants.
 15. The method of claim 13 wherein the step of selecting one or more items comprises using a means of random chance such as dice, spinner, card selection, or pointer to determine item to be retrieved by participants.
 16. The method of claim 13 further comprising timing the participant with a timing device to determine if he or she has retrieved the one or more items within the allotted time.
 17. The method of claim 13 further comprising determining a winner by determining which participant retrieve the most items within the allotted amount of time.
 18. A method of playing a game for use with a body of water, comprising: providing a faux environment configured to mimic a real life environment and positioned at least partially in the body of water, and a plurality of items positioned at various locations of the faux environment; determining the order of participants playing the game; taking turns based on the selected order to try to retrieve as many items from the faux environment as possible within an allotted amount of time; and determining the winner of the game.
 19. The method of claim 18 wherein the winner is determined by determining the participant who retrieved the most number of items within the allotted time during the course of one rotation of the order of participants.
 20. The method of claim 18 wherein the step of selecting a participant comprises using a means of random chance such as dice, spinner, card selection, or pointer to determine turn order for participants. 